
Just like the reviewer above, I tried to use this card in a self-sustained fighter build, and it feels like the combo was specifically designed for these kind of builds, because everything just clicks with this one. I'll describe a somewhat different combination of cards that provides a lot more consistency and action compression but less burst potential. Daisy seems like the most effective choice for this combo since she gets a built-in extra action to use her newfound weapon. Here's what the core of this deck looks like.
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Gray's Anatomy is our bread and butter. I find it sufficient to only have one copy, because Research Librarian, Whitton Greene and The Raven Quill can all fetch it from anywhere, even from the discard pile.
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The Raven Quill is the enabler that both helps us find our book of choice and virtually grants it a weapon status by making it not provoke AoOs. The upgrades we want are "Living Quill" (to ignore AoOs), "Spectral Binding" (to free one hand for Daisy's signature weakness), "Mystic Vane" (not necessary, but since we want to succeed by 3 on our Gray's Anatomy tests to deal max damage, it will make it much more comfartable to do so, especially on standart) and "Supernatural Record" (to play the Anatomy from anywhere while also compressing an action).
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Ancient Stone (Knowledge of the Elders) is the source of damage that will be amplified by Gray's Anatomy. With just one secret spent and card drawn we can hit enemies consistently for 4 damage without ever directly attacking them. To find the stones as soon as possible also grab Whitton Greene, and to keep it full of sectets I'd also suggest Enraptured and Ariadne's Twine, but keep in mind that even 6 secrets, which I'd say is an average amount, can net you up to 24 damage.
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Empirical Hypothesis is what gives us actionless card draw to activate Ancient Stone and deal 1 damage from the Anient Stone + 3 from Anatomy's amplification. The best part is that the Hypothesis works amazingly well with no upgrades. Always choose "succeed by 3" condition because you're already looking to succeed by 3 on your Gray's Anatomy test, which will happen very often since you're testing at skill value of at least 7 against test difficulty of 1. If you have some extra XP, I also suggest taking "Alternative Hypothesis" and "Independent Variable" upgrades that will let you generate 2 evidence per turn instead of just 1 as long as you defeat an enemy, which is rather trivial to do with this build.
4.5. As a plan B in case of not drawing Empirical Hypothesis for the whole game you can take Ancestral Knowledge, which will provide you with 5 instances of 4 damage from the start of every scenario while also being a great card on its own.
With the combo set up, the process of annihilating enemies will look like this: 1) you choose an enemy at your location;
2) you initiate the ability on Gray's Anatomy and test (1), preferably succeeding by 3;
3) you put an evidence on your Empirical Hypothesis because you chose "succeed by 3" criteria at the start of the round;
4) you ready Empirical Hypothesis and choose "discard a treachery or enemy from play" criteria;
5) you spend an evidence from Empirical Hypothesis with its ability and draw a card;
6) you activate ability on Ancient Stone and deal 1 damage to the chosen enemy which gets bumped up to 4 with Gray's Anatomy amplification;
7) if that is enough to defeat the enemy (which is usually enough if the enemy is non-Elite), you exhaust Empirical Hypothesis and add another evidence to it.
This is a very consistent way to deal 4 damage in one action and up to 16 damage in a turn. Apart from consistency, this way of dealing damage has a number of advantages compared to traditional attacking. Firstly, you don't actually attack enemies and thus can't get retaliated. Sedondly, with test difficulty of 1 you can't really fail, barring the dreaded , so no tokens that trigger negative effects on failing can bother you. Thirdly, you draw a card every time you deal damage, keeping your hand full of cards. Finally, with the very same Gray's Anatomy you can also amplify healing if needed. This increases the value of Painkillers and Smoking Pipe, which suddenly heal 4 damage or 4 horror in exchange for just 1 horror or 1 damage respectively. Considering that you'll be drawing like crazy it might be a good idea to include 1 copy of each in your deck to never worry about dying.
Compared to the Occult Lexicon variation above, this combo only needs one action to deal damage, doesn't require to have Blood-Rite in hand, to spend resources or to discard cards. On the other hand, you can never deal more than 4 damage per attack, although you still can spend more evidence from Empirical Hypothesis and secrets from Ancient Stone to deal 1 damage for every draw if you desperately need it. Given that the majority of non-Elite enemies have 4 or less health I find my build's damage capabilities more than enough while being much more consistent. And if I do need to deal more, e.g. to a boss, I'll just spend more actions, comfortably dealing 4 damage with each attack.
I have tested a deck with this combo in true solo in Standalone Mode of Midnight Masks and crushed it with 3 turns and a couple of actions remaining, which is a crazy thing to do in solo Midnight Masks. Currenlty I'm trying to figure out the most XP-efficient way to upgrade into this build during a campaign, given that at 0 XP you can't fight at all or are very bad at it, but at ~30+ you're leagues ahead of any traditional fighting decks, e.g. big gun (as it always is now with the class). Anyway, just like Daisy with Abyssal Tome, which also got much stronger in The Scarlet Keys, seekers with their superior intellect once again invent a combo that proves that words hurt more than bullets.